Originally Posted by
Lomeloth
I've been giving this a little more thought again, now that some of my characters who had been at the level cap are gaining experience and leveling again.
While personally I still prefer a mentoring system option, this idea of 'saving' xp and then clicking a Level Now button seems to lots of fans as well. I'm not opposed to that, though it woudn't address my concerns (the person who outlevels their partner/s can't go back once they've gone ahead). But I would argue there need to be constraints on it, and there are other variables no one has taken into account yet.
First, there really do need to be warnings with big letters and confirmations and the like to ensure the person really means to stop their XP gain. Each session, each character. I don't think anyone objects to those.
I also think it's overkill to save XP perpetually until you press a button and it all comes flooding back. It's counter-intuitive that the proponents of the Level Now button solution would want to unleash a lot of levels of XP on themselves at once - you'd miss the challenge of the intervening areas. I'd rather see a cap such that no matter how much XP you would have earned, you could only get a single level when you clicked, and that the absolute max would be somewhere in a 5-level range or so (from where you 'froze' it). That way you preserve a more natural progression, learn to use new skills in the appropriate level range, don't miss out on the next content, don't run yourself out of non-grinding ways to continue to earn XP, lessen how much data has to be saved, etc. I picked 5 levels because that seems to me to be an optimum grouping range for many quests.